The Witcher: A Bard's Tale
Description
A 3D Hack and Slash cooperative game inspired on The Witcher Netflix series that we built from our own 3D Game Engine called Alien Engine.
The project was made in a team of +30 people (all my class) and lasted about 4 months. To deal with that big and ambitious project, we work from a scrum methodology and managing all the tasks between scrum team with their respective scrum master.
In Alien Engine i took the role of engine programmer in charge of particle system and the development of the visual offects in our The Witcher game. Fro the beginning of the development, i implemented my self-made particle system from Chrono Stasis Engine and throughout the production i have been constantly updating and keeping on date the system with new features and functionalities in order to create and simulate good-looking effects in The Witcher: A Bard's Tale.
I have learned so much about soft skills since all my work was based on the proposals and guidelines requested by the design department so constant communication and feedback with designers has been crucial in order to generate the technology required to archieve remarkable game visuals.
Gameplay Captures
Gameplay Trailer
Contributions
- Particle System implementation
- Particle Rotation
- Texture animation with spritesheets
- Shader integration (so particles are rendered in by shader pipeline)
- Emission Controller (free manipulation of particle emission at run-time)
- Mesh particle instancing
-
Billboarding
- Screen aligned
- World aligned
- Axially aligned
- Velocity aligned
- Particle Lighting
- Randomness in particle configuration
- Trail System
- Emitter culling (to optimize and accelerate the drawing)
- Some In-Game shader effects like fresnel shader
- Some In-Game vfx in first development deliveries as walk effect, hit effect, spell effect, etc